You produce a stunning musical note that freezes your enemies. All other creatures except archons within 100 feet of you are paralyzed for 1d4 rounds. The magic functions even against creatures that can't hear.

Your gaze turns the subject to stone. This spell functions like flesh to stone, except that the range is only 30 feet, and creatures immune to gaze attacks cannot be affected. Additionally, if the subject is coated with fresh basilisk blood, it is instantly restored to flesh.

Your touch induces a hideous withering in creatures with flesh. When you strike your target, and each round thereafter for 4 rounds, that creature must make save or take 2 points of Constitution damage. If your target succeeds on two saves in a row, the effect is cured. Heal can also stop the rot.

Black acid streams across your hands, causing your touch to burn creatures and objects touched. With a successful touch attack, you deal 21 points of acid damage. If you deal this damage to a creature, that creature's clothing and armor takes 21 points of acid damage unless it succeeds on a Reflex save. You can use this melee touch attack up to one time per level. As long as you are holding the charge for this spell and have a free hand, you deal 21 points of acid damage to any metal or wooden weapon used to strike you unless its wielder succeeds on a Reflex save.

A cone or line of energy gushes forth from your lips and engulfs your enemies. When you prepare this spell, you choose one type of energy (acid, cold, electricity, or fire). This must be the same type as a breath weapon that has dealt damage to you. Your breath weapon deals 1d4 points of damage of the chosen type per caster level (maximum 5d4). Your breath weapon takes the form of either a 30-foot line or a 15-foot cone, chosen when you prepare the spell.

This spell functions as beast shape IV except that you assume the form of a Huge bulette. You gain the following abilities: darkvision 60 feet, low-light vision, scent, tremorsense, and burrow 20 feet.

You gain a +6 size bonus to your Strength, a -2 penalty on your Dexterity, and a +2 natural armor bonus.

While in bulette form, you gain the bulette's leap ability, allowing you to make 4 claw attacks against foes within reach upon a successful jumping charge (Acrobatics DC 20). You add your full Strength bonus to damage with each claw attack.

At the end of the turn that you cast this spell, it ends, and you revert to your normal form.

Your hand bends and twists, seeking the throat of a creature you are grappling. You establish a choke hold, preventing that creature from speaking or casting spells with verbal components for the duration of the grapple. This spell is ineffective against creatures that do not have, or speak using, throats, as well as any creature that is immune to critical hits.

You call upon the strength of the Abyss to damage your opponent and rend its armor. With a successful melee touch attack, you deal 4d4+18 damage and may make a free CMB check to remove your target's armor. If you succeed on this check, any armor and/or shield worn by your target are dismantled and fall to the ground. If your target fails a Reflex save, these items lose half their hit points and gain the broken condition.

School necromancy [evil]; Level blue 2Casting Time 1 full roundComponents SRange touchTarget one humanoid corpseDuration 1 minute per HD of subjectLearned From Barghest

Your mouth widens and you devour the corpse in a flash. Rather than filling you, this grants you a +1 profane bonus on attack rolls, CMB rolls, saving throws, and skill checks. You also gain 5 temporary hit points. Bonuses from up to five castings stack.

Note To learn this spell, you have to somehow observe your own corpse being eaten by a barghest.

With a successful ranged touch attack, you attach a thin filament of sticky silk to a target. The target can rip free with a DC 20 Strength check (a standard action), or attempt to escape by making a DC 25 Escape Artist check (also a standard action). The filament has AC 14 (touch 12), 5 hit points, and has DR 15/slashing. Unlike a normal cave fisher's filament, the line created by this spell is immune to universal solvent and alcohol. As long as your filament is attached to a creature, you gain the pull (10 feet) universal monster ability and a +4 racial bonus on CMB checks made to pull.

This spell ends immediately if you miss with your initial ranged touch attack or if your filament is broken or escaped.

Your touch causes flesh to transform into a thin, slimy membrane over 1d4 rounds. Your target's new "flesh" is soft and tender, reducing its Constitution score by 4 as long as it persists. If the creature’s flesh isn’t kept moist, it dries quickly and the victim takes 1d12 points of damage every 10 minutes. Remove disease and similar effects can restore an afflicted creature to normal, but immunity to disease offers no protection from this attack.

Your eyes shine with divine light. For the duration, you gain a gaze attack that destroys lesser evil creatures. This follows all the rules for gaze attacks in the Universal Monster Rules. Your gaze attack has a range of 60 feet and is a mind-affecting fear effect.

Evil creatures of 5 HD or less are destroyed on a failed save or shaken for 2d10 rounds on a successful save. Nonevil creatures, and evil creatures with more than 5 HD, must save or be shaken for 2d10 rounds. A creature that saves against your gaze is immune to this gaze attack for 24 hours.

You count as a ghaele for the duration of this spell for the purposes of resisting the gaze attacks of other ghaeles.

You generate a cloud of invisible spores in a 20-foot radius. All other creatures within the area must save or be affected by powerful hallucinations as long as they remain in the cloud plus 1d4 rounds after leaving the area. A new save must be made each round a creature remains within the affected area. A strong wind causes the spores to disperse immediately. To determine what hallucination is suffered each round, roll 1d6 and consult the following table.

d6

Hallucination

1

You’re sinking in quicksand! Fall prone and spend 1 round flailing your arms and legs as if trying to swim.

2

Attacked by a swarm of spiders! Spend a full round action to attack the floor near you with your weapon.

3

An item you hold has turned into a viper! Drop it and flee from the item at top speed for 1 round.

School enchantment (compulsion) [language-dependent, mind-affecting, sonic]; Level blue 3Casting Time 1 standard actionComponents V, SRange see textTargets one creature/level, all of which must be within earshotDuration concentrationSaving Throw Will negates (harmless); Spell Resistance yes (harmless)Learned From Lillend

Calling on the magic of azata bards, you encourage competence in your allies with a song. When you cast this spell, all targets receive a +3 competence bonus on skill checks with a particular skill as long as they continue to hear your performance (the duration of this spell). Certain uses of this spell are infeasible, such as Stealth, and may be disallowed at the GM's discretion. You cannot inspire competence in yourself.

Deaf creatures are immune to this effect. If you are deaf, there is a 20% chance you will fail to cast this spell properly.

Your song evokes the performance magic of the azata bards. When you cast this spell, you and any allies within earshot receive a +2 morale bonus on saving throws against charm and fear effects and a +2 competence bonus on attack and weapon damage rolls. These bonuses persist for each ally for the duration of the spell, so long as that ally continues listening to your performance uninterrupted. Allies who were not present when you cast this spell are unaffected.

Deaf creatures are immune to this effect. If you are deaf, there is a 20% chance you will fail to cast this spell properly.

This spell functions as light rays, lantern archon, except as follows: you may fire one ray, plus one ray for every two levels beyond 1st (to a maximum of 8 rays at 15th level), each ray deals 2d12 damage instead of 1d6, and the targets need not be within 30 feet of each other.

Light rays, ghaele counters or dispels any darkness spell of equal or lower level, such as deeper darkness.

Beams of light pierce your enemies. You may fire one ray, plus one additional ray for every two levels beyond 1st (to a maximum of five rays at 9th level). Each ray requires a ranged touch attack to hit and deals 1d6 points of damage. The rays may be fired at the same or different targets, but all rays must be aimed at targets within 30 feet of each other and fired simultaneously.

Light rays, lantern archon counters or dispels any darkness spell of equal or lower level, such as penumbra.

You sing a request, and your target obeys. This spell functions like suggestion, except that you must concentrate (and sing) for the duration of the effect. Even if your target fails its save, it need not carry out your request if it stops hearing your song before that request is complete.

Deaf creatures are immune to this effect. If you are deaf, there is a 20% chance you will fail to cast this spell properly.

The subject contracts one disease of your choosing. This disease must be one that you have contracted at the hands of a monster of CR 3 or lower. The disease is contracted immediately (the onset period does not apply). Use the disease's listed frequency to determine further effects; however, replace its DC with the DC of this spell. You select the disease when you prepare this spell.

This spell functions as monstrous disease I, except that the monster whose disease you're recreating can be of any CR. If your target fails its initial save against the disease, the disease cannot be resisted normally; no number of successful saves stops the disease from running its course (though each successful save otherwise functions normally). The only way to cure the disease prematurely is to use remove disease or a similar effect.

This spell functions as monstrous disease I, except that the monster whose disease you're recreating must be CR 15 or lower. If your target fails its initial save against the disease, the disease cannot be resisted normally; no number of successful saves stops the disease from running its course (though each successful save otherwise functions normally). The only way to cure the disease prematurely is to use remove disease or a similar effect.

This spell functions as monstrous disease I, except that the monster whose disease you're recreating must be CR 17 or lower. If your target fails its initial save against the disease, the disease cannot be resisted normally; no number of successful saves stops the disease from running its course (though each successful save otherwise functions normally). The only way to cure the disease prematurely is to use remove disease or a similar effect.

With a touch, you inflict upon your target one injury poison you have previously suffered. This poison must be one that you contracted from a monster of CR 3 or lower. The poison uses the exact statistics in that monster's bestiary entry, except that the save DC changes to the save DC of this spell. You select the poison when you prepare this spell.

This spell functions as monstrous poison I, except that the monster whose poison you're recreating can be of any CR. If your target fails its initial save against the poison, the poison cannot be cured normally; no number of successful saves stops the poison from running its course (though each successful save otherwise functions normally). The only way to cure the poison prematurely is to use neutralize poison or a similar effect.

This spell functions as monstrous poison I, except that the monster whose poison you're recreating must be CR 15 or lower. If your target fails its initial save against the poison, the poison cannot be cured normally; no number of successful saves stops the poison from running its course (though each successful save otherwise functions normally). The only way to cure the poison prematurely is to use neutralize poison or a similar effect.

This spell functions as monstrous poison I, except that the monster whose poison you're recreating must be CR 17 or lower. If your target fails its initial save against the poison, the poison cannot be cured normally; no number of successful saves stops the poison from running its course (though each successful save otherwise functions normally). The only way to cure the poison prematurely is to use neutralize poison or a similar effect.

You enchant your bow with the power to slay your enemies. Once per round for the duration of this spell, you can generate and fire a slaying arrow of your choice using that bow. You can do this as a standard attack action, or whenever you would be allowed to make a ranged attack (such as when using the Focused Shot feat or making a full attack with a bow). The Fortitude DC for slaying arrows generated using this spell is equal to the DC of this spell.

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